Medium Humanoid (Leonin), Lawful Evil
Armor Class 19 Unarmoured Defense
Hit Points 166 (15d12 + 75)
Speed 45 ft., Climb 30 ft.
STR
23 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +10, CON +9
Condition Immunities Charmed, Frightened
Senses Darkvision 60, Passive Perception 16
Languages Celestial, Common, Leonin, Thieves' Cant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Equipment. Aelmor uses Empowered Hand-wraps and wears a Coat of the Crest

Legendary resistance (3/day). If Aelmor fails a saving throw, he can automatically succeed instead.

Actions

Multiattack. Aelmor makes 1 Headbut, 2 unarmed attacks and uses Menacing Presence OR makes 1 grappling strikes and uses Backbreaker.

Headbutt. Melee Attack: +12 to hit, reach 5 ft., single target. Hit: 22 (3d10 + 7) Bludgeoning damage

Unarmed Attack. Melee Attack: +12 to hit, reach 5 ft., single target. Hit: 15 (2d8 + 7) Bludgeoning damage and 10 (3d6) Lightning damage. 

Menacing Presence. As Aelmor exudes an aura of power, all creatures within 30ft of him must make a DC18 Wisdom Saving throw or be frightened for 1 minute. A creature can remake the save at the end of each of their turns. Once a creature has succeeded on a saving throw against this ability, they are immune for 24 hours.

Grappling Strike. Melee Attack: +12 to hit, reach 5 ft., single target. Hit: 19 (3d8 + 7) Bludgeoning damage. On a hit,  target is grappled.

Backbreaker (Recharge 5-6). Melee Attack: +12 to hit, reach 5 ft., single target. Only usable on a grappled target, target must make a DC18 Strength saving throw or take 45 (8d10 +7) bludgeoning damage and be knocked prone. On a success they take half damage and are not knocked prone.

Legendary Actions

Aelmor can take 2 legendary actions per round

Headbutt (Costs 1 Action). Aelmor uses Headbutt against a targett within range.

Brutal Charge (Costs 2 Actions). Aelmor uses his movement speed to move towards a creature and make an Unarmed Strike agains them

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DamacosCreed

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